Level
5th
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Concentration 1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Force

Susanoo forms around the user and becomes an extension of their will, acting and attacking on their behalf. By default, Susanoo is anchored to its user and they to it,  it will move around with the user.  This connection allows Susanoo to shield against physical attack. Susanoo lasts up to one minute, you must roll a con save DC10 + the number of rounds passed the 1st that the spell has been active at the start of each turn after the spells activation. On a success, Susanoo remains active until the next round.  On failure or if concentration is broken the spell is broken and you take points of exhaustion dependent on he spell level you cast at. At 5th you gain 1 point for 1 hour, at 7th level 2 points for 1 day, and at 9th 3 points for 1 week.  While activated you gain the following

  • Immunity to Non-Magical attacks
  • +3 to your AC
  • add a d12 to any melee or ranged attack, firearms excluded.

Susanoo can be activated at higher levels for greater defensive and offensive abilities. At 7th level your total AC bonus is +5 and do a total of 2d12 force damage on top of any melee or ranged attack aside from firearm attacks. At 9th level you do a total  3D12 force damage on top of any melee or ranged attack and all attacks against you are made at disadvantage

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/14/2020 7:15:13 PM
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2/14/2020 7:16:27 PM
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Coming Soon

Spell Tags: Damage Warding

Available For: Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Hexblade Artificer (Legacy) - Artillerist (Legacy) Artificer (Legacy) - Battle Smith (Legacy)

TetsuoTheDagger

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